Just a little blog for posting various creations for the BECMI / Rules Cyclopedia edition of Dungeons and Dragons. All hail the Red Box!
Updated whenever possible with a little something, whether a monster or spell or item or just a little list of whatevers.

A humanoid race no larger than a turkey, the sauriitru dimly resemble lizard men and their ilk insofar as they are basically-reptilian in broad form. At that, sauriitru dart about in a hunched posture, their stiff and whip-thin tails used as counterbalance and their delicate, narrow-muzzled heads perch atop long and slender necks; they look less human in form than lizard men. But sauriitru are also cloaked in downy feathers in a riot of dappled colours over their strangely jade-like scales, and unmistakable intelligence glitters in their slitted golden eyes. Though some sauriitru clans may be found in the dungeon, others are as likely to be found in the fields and broken forests where they trade -- or compete -- with halflings for living space. It's all the same to the sauriitru and their magpie, hoarding ways.

In combat most sauriitru attack with one, or rarely a pair of, fighting-claws slipped over the knuckles of their long-fingered hands, inflicting 1-4 hit points of damage. Ony the most desperate of sauriitru will resort to their natural weaponry, curved sickle-like claws on each hindfoot which inflict 1-3 hit points of damage each. A sauriitru has a 50% chance of being armed with 1-4 glyphstones; these small charms have varying effects, usually to heal 1-3 hit points or to add 1-3 hit points of damage to an attack.

For every dozen sauriitru there is a flockleader of 1+3 Hit Dice. A clan is lead by a matriarch of 2 Hit Dice who also functions as a 2nd-level cleric; it is the matriarch who is the source of the clan's glyphic charms.